update the changelog with many of the recent changes

This commit is contained in:
Mamadou Babaei
2024-07-16 20:35:45 +02:00
parent 7c7c647b53
commit 051570c198
+52 -16
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@@ -11,26 +11,59 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
### Added
- Added SenseGloveTracking and SenseGloveTrackingKismet modules which provide OpenXR-compatible hand tracking by implementing <code>XR_EXT_hand_tracking</code> support, HMD auto-detection, and SenseGlove device tracking.
- Added the SenseGlove grab/touch sockets one-click-setup ability on any Epic-compliant virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor by extending the Unreal Editor.
- A fallback to HMD and wrist tracker hardware auto-detection mechanism has been added to be triggered in situations when automatic detection of the wrist tracker hardware is desired, e.g., either by not setting it explicitly, or setting it to the default None value. Please note that this is still highly experimental and HTC VIVE Focus 3 and HTC XR Elite cannot be distinguished in the current iteration. Though, since the tracker devices and offsets for both headsets are the same in the end it does not make a difference if both headsets are detected as each other.
- Added the FSGHMDTracker utility class, exposed to both C++ and Blueprint, in order to easily gather information about the HMD device at runtime.
- Added SenseGloveTracking and module which provides OpenXR-compatible hand tracking by implementing <code>XR_EXT_hand_tracking</code> support, HMD auto-detection, and SenseGlove device tracking.
- Added USenseGloveTrackingKismet module in order to expose part of the SenseGloveTracking functionality to Blueprint.
- Added FSGXRTracker, the underlying main class that implements the OpenXR compatibility.
- Added USGXRTrackerKismetLibrary in order to allow Blueprint to retrieve the FXRMotionControllerData directly from our tracking module.
- Added the SGTrackingTypes header to the SenseGloveTypes module in order to define and share SenseGloveTracking module types through this header across the plugin modules.
- A fallback to HMD and wrist tracker hardware auto-detection mechanism has been added to be triggered in situations when automatic detection of the wrist tracker hardware is desired, e.g., either by not setting it explicitly, or setting it to the default None value. Please note that this is still highly experimental and HTC VIVE Focus 3 and HTC XR Elite cannot be distinguished in the current iteration. Though, since the tracker devices and offsets for both headsets are the same in the end it does not make a difference if both headsets are detected as each other.
- Added ESGHeadMountedDisplayDevice enum with supported HMDs list.
- Added the FSGGloveTracer utility class, exposed to both C++ and Blueprint, in order to easily check left or right glove connectivity or retrieve the connected glove instances.
- GetMotionControllerData() has been introduced by USGVitualHandComponent in order to retrieve the OpenXR-compatible glove data in Unreal's FXRMotionControllerData format.
- Added FSGVirtualHandAnimInstanceProxy::GetMotionControllerData usable only by child classes.
- USGVirtualHandComponent introduced new uproperties AnimationBoneRotationCorrectionOffset and bAnimationShouldApplyBoneLocation with their equivalent getters and setters.
- Added USGVirtualHandComponent::GetMotionControllerData().
- Added ESGViveHMDDetectionPriority enum in order to choose which headset we attempt to detect between VIVE Focus 3 and VIVE XR Elite as we cannot distinguish them, yet.
- Added the FSGHMDTracker utility class, in order to easily gather information about the HMD device at runtime.
- Added USGHMDTrackerKismetLibrary which exposes the equivalent C++ HMD auto-detection functionality to Blueprint.
- Added FSGHMDTrackingSettings config struct.
- Added the FSGGloveTracer utility class, in order to easily check the left or right glove connectivity or retrieve the connected glove instances.
- Added USGGloveTrackerKismetLibrary which exposes the equivalent C++ functionality to Blueprint.
- Added FSGGloveTrackingSettings config struct.
- Added FSGTrackingSettings config struct.
- Added FSGHandTrackingSettings config struct.
- Added FSGWristTrackingDebuggingSettings config struct.
- Added FSGVirtualHandSettings config struct.
- Added FSGVirtualHandAnimationSettings config struct.
- Added FSGVirtualHandDebuggingSettings config struct.
- Added FSGVirtualHandGrabSettings config struct.
- Added FSGVirtualHandHapticsSettings config struct.
- Added FSGVirtualHandMeshSettings config struct.
- Added FSGVirtualHandPhalangesLengthSettings config struct.
- Added FSGVirtualHandTouchSettings config struct.
- Added USGVirtualHandComponent::OnHandVisibilityChanged() event in order to notify other components/actors whenever the virtual hand mesh appears or disappears (for example, this could happen when a glove is connected/disconnected).
- Added USGWristTrackerComponent::GetMotionControllerData().
- Added USGWristTrackerComponent::OnWristDeviceVisualTypeChanged event in order to be able to notify other components/actors whenever the wrist-tracking device switches between hand tracking or motion controllers.
- GetMotionControllerData() has been introduced to the USGVitualHandComponent in order to retrieve the OpenXR-compatible glove data in Unreal's FXRMotionControllerData format.
- Added FSGVirtualHandAnimInstanceProxy::GetMotionControllerData and many more accessor methods usable only by child classes to allow consumption of the data required for manipulating the virtual hand mesh animations.
- GetMotionControllerData() has been introduced to the USGWristTrackerComponent in order to retrieve the OpenXR-compatible glove data in Unreal's FXRMotionControllerData format.
- Added FSGDebugCube.
- Added FSGDebugCubeSettings.
- Added the SenseGloveDebugKismet module in order to allow drawing of debugging, cubes, gizmos, and virtual hands from Blueprint.
- Added USGDebugCubeKismetLibrary in order to expose the FSGDebugCube functionalities to Blueprint.
- Added USGDebugGizmoKismetLibrary in order to expose the FSGDebugGizmo functionalities to Blueprint.
- Added USGDebugVirtualHandKismetLibrary in order to expose the FSGDebugVirtualHand functionalities to Blueprint.
- Added a new static Draw() method overload to DebugGizmo which allows passing an FQuat instead of a FRotator.
- Added FSGEngineUtils.
- Introduced the FSGInitializationSettings in order to control how the plugin is initialized.
- Introduced a new FXRMotionControllerData compatible hand animation system with the ability to take the mesh bone's transforms into account for a more reliable hand animation.
- Introduced a new FXRMotionControllerData compatible wrist tracking system.
- Introduced a new FXRMotionControllerData compatible hand interaction manipulation system.
- Added the ability to fallback to hand tracking when a glove is not present and use the bare hands for interactions, or a combination of glove and hand tracking if no motion controller input is detected.
- Added the SenseGlove grab/touch sockets one-click-setup ability on any Epic-compliant virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor by extending the Unreal Editor.
- Added FSGAssetUtils.
- Added FSGContentBrowserExtension.
- Added FSGPluginStyle.
- Added FSGSocketsEditor.
- Added the FSGInitializationSettings config struct in order to control how the plugin is initialized.
- Introduced the FSGGameUserSettings for managing the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
- Added USGGameUserSettingsKismetLibrary in order to allow all the Engine Scalability Settings to be managed from the Blueprint side.
- Added FSGGameUserSettingsSettings config struct.
- Added SGHardwareBenchmarkingSettings config struct.
- Introduced ESGEngineScalabilitySettings enum.
- Added FSGVirtualHandSettingsOverrides config struct used by the new settings override system.
- Added SGWristTrackingSettingsOverrides config structured by the new settings override system.
- Added support for Android API level 32 in addition to the API level 29.
- Introduced the SenseGlove Unreal Engine Handbook as an attempt at documenting the SenseGlove Unreal Engine Plugin.
@@ -42,15 +75,18 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
### Changed
- Now, if bValidateIfDefaultClassesAreSGCompliant option from FSGInitializationSettings is enabled (default) the SenseGlove plugin checks for default SenseGlove-compliant GameMode, GameInstance, etc, at module initialization and tries to set to default, native SenseGlove classes, if any of those default classes are not a SenseGlove or a SenseGlove-derived class.
- The USGSettings has been fully revamped with more customizations added and categorized in a different manner.
- The USGSettings has been fully revamped with more customizations added and categorized in a different manner adding many new structs and removing some, in order to have fine-grained control over the various aspects and functionality of the plugin components.
- The USGSettings constructor visibility has been changed from public to private.
- The Settings override system has been overhauled as well affecting how we override settings from the USGVirtualHandComponent and USGWristTrackerComponent.
- The SenseGlove libraries have been updated to v2.103.0-4a8bd81d.
- GetHandPose() has been replaced by GetMotionControllerData inside USGVirtualHandComponent (see the relevant entry in the Added and Removed sections).
- Many functions inside USGVirtualHandComponent for retrieving bone names or reference transforms has been renamed to return different data types; e.g. GetLeftHandFingerBoneNames(), GetRightHandFingerBoneNames(), GetLeftHandFingerBoneName(), and GetRightHandFingerBoneName() renamed to GetLeftHandBoneNames(), GetRightHandBoneNames(), GetLeftHandBoneName(), and GetRightHandBoneName() respectively.
- bHiddenInGameIfNoGloveDetected UPROPERTY from USGVirtualHandComponent has been renamed to bVisibleWhenHandDataUnavailable and accordingly all of its getters and setters; bVisibleWhenHandDataUnavailable = false now acts as bHiddenInGameIfNoGloveDetected = true, and vice-versa.
- USGWristTrackerComponent now uses FXRMotionControllerData for wrist tracking instead of caluclating the wrist location by calling the SenseGlove API.
- USGWristTrackerComponent now uses FXRMotionControllerData for wrist tracking instead of calculating the wrist location by calling the SenseGlove API.
- FSGVirtualHandAnimInstanceProxy now relies on FXRMotionControllerData to animate the hands instead of a TMap of bone names and rotations which allows it to also apply the bone locations.
- The new OpenXR animation system now takes into account the mesh bone's transforms for a more reliable hand animation.
- FSGDebugVirtualHand::Draw now accepts a FXRMotionControllerData parameter instead of all WristLocation, WristRotation, JointPositions, and JointRotations parameters.
- FSGDebugVirtualHandSettings has been renamed to FSGVirtualHandDebuggingSettings.
- Updated the Directory Structure section of the main README file to reflect the latest toolchain support status.
- The <code>/CHANGELOG.md</code> file has been migrated to <code>/Handbook/src/overview/changelog.md</code>
- The <code>/LICENSE.md</code> file has been migrated to <code>/Handbook/src/license/senseglove-unreal-engine-plugin.md</code>
@@ -67,7 +103,7 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
- Removed FSGVirtualHandAnimInstanceProxy::GetBonesRotations().
- Removed USGVirtualHandComponent::GetHandPose() and it's no longer possible to get the hand pose data from USGVirtualHandComponent as GetHandPose() has been removed. If you need it, you could always use the SenseGlove low-level API to retrieve it from the glove.
- Removed also GetFingerBoneName(), GetFingerBoneRefTransform(), GetFingerBoneRefRotation() and GetFingerBoneRefRotation() from USGVirtualHandComponent.
- Removed some remnants of UE 5.1 and older releases code.
- Removed some remnants of UE 5.1 and older releases from the C++ code.
### Known Issues